Episodes
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On this episode of the Game Dev Loadout podcast, I explained why I need to take a break and the future of the podcast.
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On this episode of the Game Dev Loadout podcast, I interviewed Andrew Abedian of Survios. His studio made the adrenaline platformer Sprint Vector and the critically-acclaimed Raw Data, the first VR-exclusive game to hit #1 on Steam's Global Best Seller list. You’ll learn how to make VR levels, Andrew experience of working 90 hours a week, and why you should have the courage to try out many things. Thanks again to Andrew for the awesome interview and I hope you enjoy.
Connect with Andrew Abedian
Andrew Linkedin https://www.linkedin.com/in/andrewabedian/ Survios Website https://survios.com/ Survios Twitter https://twitter.com/Survios GDC 2018 Keynote: Sprint Vector's Fluid Locomotion VR Tech https://www.youtube.com/watch?v=pzXisCEaud0 Game Sprint Vector https://store.steampowered.com/app/590690/Sprint_Vector/ Game Raw Data https://store.steampowered.com/app/436320/Raw_Data/ -
Missing episodes?
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On this episode of the Game Dev Loadout podcast, I interviewed Mark Barlet of AbleGamers Charity. With 25 years of hands-on experience in the assistive technology field. You’ll learn how you can use accessibility as a crowd differentiator, what motivated Mark to help the world play video games and to help you realize the huge market of people with disabilities. Thanks again to Mark for the awesome interview and I hope you enjoy.
Connect with Mark Barlet
LinkedIn https://www.linkedin.com/in/markbarlet/ Mark Twitter https://twitter.com/markbarlet Website http://www.ablegamers.org/ Ablegamers Player Panel with Disabilities http://www.ablegamers.org/player-panels/ Ablegamers Donation http://www.ablegamers.org/ways-to-give/ Ablegamers Twitter https://twitter.com/ablegamers Includification https://www.includification.com/ Salvador Dali “Dreams of Dali” https://www.youtube.com/TheDaliMuseum Xbox Adaptive Controller https://www.xbox.com/xbox-adaptive-controller -
On this episode of the Game Dev Loadout podcast, I interviewed Michel Mony of Cathar Games Inc. He is actually the consultant of past guest Tommy Roekkum. He specializes in product management, project workflow, and business development. You’ll learn how Michel overcome his worst moment that lasted over TWO YEARS, why validating your idea first before doing a Kickstarter is important, and ways to market to the public using stories specifically on how you created your game. Thanks again to Michel for the awesome interview and I hope you enjoy.
Connect with Michel Mony
Email [email protected] Michel LinkedIn https://www.linkedin.com/in/michelmony/ Cathar Games LinkedIn https://www.linkedin.com/company/cathar-games/ Cathar Games Facebook https://www.facebook.com/cathargames/ Website https://www.cathargames.com/ -
On this episode of the Game Dev Loadout podcast, I interviewed Darren Bacon of 343 Industries. He is a concept artist that contributed to companies like Bungie, Disney, and Electronic Arts. You’ll learn why you need to tailor your portfolio, how Darren dealt with studio closers and relocation, and the benefits of adding meditation to your habit. Thanks again to Darren for the awesome interview and I hope you enjoy.
Connect with Darren Bacon
Personal Website https://darrenbacon.com/ His Artstation https://www.artstation.com/darrenbacon Twitter @baconsbytes Instagram https://www.instagram.com/baconsbytes/ -
On this episode of the Game Dev Loadout podcast, I interviewed Jay Powell, founder of the Powell Group. He specializes in business development, licensing, and marketing with over 20 years of experience. You’ll learn why following up with important people is crucial, how Jay got ropey dope while working with another developer, and reasons to disengage from work. Thanks again to Jay for the awesome interview and I hope you enjoy.
Connect with Jay:
Website: http://powellgroupconsulting.com/ Company Twitter: https://twitter.com/PowellGrp My Twitter: https://twitter.com/Powell_Jay LinkedIN: https://www.linkedin.com/in/jaypowell/ Indie Game Business on Twitch: https://www.twitch.tv/indiegamebusinessYouTube Playlists:
Powell Group YouTube page: http://bit.ly/PowellGroupYouTube Indie Game development playlist - http://bit.ly/IndieGameDevelopmentVideos Indie game marketing playlist - http://bit.ly/IndieGameMarketingVideos Indie game law and business playlist - http://bit.ly/IndieGameLawandBizVideos Self publishing playlist - http://bit.ly/IndieSelfPublishingVideosSignup for Jay's guides/newsletter
Free indie developer business guides - http://bit.ly/FreeBusinessGuides -
On this episode of the Game Dev Loadout podcast, I interviewed Michael Futter, the author of The GameDev Business Handbook. He has 8+ years of experience in the game industry. A former editor at Game Informer. You’ll learn why opportunity cost is important, reasons to avoid the founder’s syndrome, and understand what is fair use. Enjoy!
The GameDev Business HandBook Mike Website -
On the Game Dev Loadout podcast, we discuss how to communicate your game to the audience, cultivating long-term relationships, and absorbing user feedback. Chris Remo is the designer and composer over at Campo Santo which created the highly praised game Firewatch. He also co-hosts many podcasts including Import If True, Idle Thumbs, The Idle Book Club, and more. Currently, they are working on In the Valley of Gods.
Items Mentioned:
Chris Website Chris Twitter In the Valley of Gods Website Campo Santo Website Idle Thumbs Shows Article “Analysis: System Shock 2“ Gamasutra -
On Game Dev Loadout, we discuss how IndieMEGABOOTH was started, how to showcase your game at events, and the cost of inaction. Kelly Wallick is the founder of Indie Megabooth which mission is to bring indie games to the forefront of the gaming community. Game devs go to this event to network with fans, colleagues, and even publishers. She also is an IGF(indie games festival) chairman and co-organizer of BitSummit.
Items Mentioned:
Kelly Twitter Email [email protected] Indie Megabooth Website Indie Megabooth Facebook Indie Megabooth Twitter BitSummit Twitter IGF Twitter Final Games Podcast Kelly Wallick Episode 63 -
We discuss the importance of being comfortable, why crunch needs to be avoided, and how her old office was full of holes. Katharine Neil has 19 plus years of experience in the game industry working on a variety of genres including racing games, third-person shooters, management sims, and more. She blogs and speaks at GDC. Currently, she is the narrative designer for Nyam Nyam Games currently working on a project called Astrologaster.
Items Mentioned:
Katharine Twitter Katharine Email Katharine GDC Talk Game Design Tools Katharine Gamasutra Blog How We Design Games Now and Why Game Website Astrologaster Company Website NyamNyamGames Mark Brown Game Maker’s Toolkit Book The Art of Game Design by Jesse Schell Pomodoro Technique GDC Vault -
On the Game Dev Loadout podcast, join Cliff Harris from Positech Games as we discuss AI programming, interpersonal skills, buying a great chair for comfort, and much more. He is an indie game developer from the UK, behind strategy and sim games such as Democracy and Gratuitous Space Battles. His company also published games such as Big Pharma and Political Animals. Cliff is a big blogger writing about game development and his thoughts on the game industry.
Items Mentioned:
Cliff Website Positech Games Website Cliff Twitter Cliff Youtube Game Production Line Aeron Chair C++ books -
On the Game Dev Loadout podcast, join Jason Canam from Household Games Incorporation as we discuss making games accessible, taking timeline seriously, benefits of being in a community, and much more. He found his company in 2016 which is focused on creating high-quality and stylized original IP content for consoles and PC. He used to be the game designer for DrinkBox Studios working on Guacamelee! Championship Edition and now his current game The Way of the Passive Fist is out now.
Items Mentioned:
Jason Twitter Company Website Company Twitter Game The Way of the Passive Fist Clint Lexa Twitch Halfcoordinated Twitter Games Done Quick -
“To do anything decent in life, you have to stick at it.”
Jake Birkett has been an indie developer since 2005 for his company Grey Alien Games. HIs work includes Shadowhand and Regency Solitaire. He also writes blogs about his experience. Join us as we discuss making games faster, how he took the huge risk of going indie, and much more.
Items Mentioned: Jake Website Jake Twitter Facebook Email [email protected] Game Shadowhand Game Regency Solitaire Steve Pavlina: Cultivating Burning Desire BlitzBasic Unity Forum Indie Meetup Vancouver -
On the Game Dev Loadout podcast, join Nick Culbertson of Moby Pixel as we discuss the importance of updating your game as technology advances, turning negative experiences into positive, the meaning of game dev, and much more. He is the host of a new game developer podcast called Game Dev Deconstructed where he explores the process of game development providing you with an in-depth, tactical blueprint for navigating the game industry. He is also an indie developer and the founder of Moby Pixel that specializes in making music apps and rythmes games.
Items Mentioned:
Podcast Website Nick Email [email protected] Company Website Moby Pixel Twitter Dallas Meetup Group NERDbody Pico-8 -
We discuss the benefits of having a game consultant, his experience of hiring a freelancer, how he got a publisher, and much more. Tommy is the Project lead and CEO of Trym Studios, hailing out of Norway, currently working on their first game, a 17th century trade sim! Tommy, coming from the oil industry made a big transition from a safe and well paid job over to creating his own game studio and going for a very ambitions game, getting a publisher at the start of development and funds to create a demo.
Items Mentioned:
Tommy Twitter Company Twitter Game The Whaler Twitter Game The Whaler Website IndieDB Gamedev.net Tigsource Game Dev on Udemy -
We discuss the importance of gathering data on your audience, High LTV customers, CAC, and much more. Dan Schoenbaum is the CEO of Cooladata which specializes in helping clients understand their customer’s journey from discovery and conversion to retention and growth. Essentially they analyze customer behavior analytics to help you figure out what your audience is doing with your game and how you can optimize it.
Items Mentioned:
Dan Website https://www.cooladata.com/ Dan Email [email protected] Article The 19 Metrics Every Mobile Game Needs to Track Article Keep them hooked: 3 Steps to Increasing Player Retention In Online Gaming Article The Anatomy of the Perfect SaaS Analytics Dashboard Article How to Find Your Perfect SAAS Customer Article Online Gaming Google Analytics -
"So too how a mountaineer has their safety line, a game team has their revision control system. If codes get messed up or something goes fubar, you have a RCS like a GitHub or Perforce that will help you recover NOT IF accidents happen but when IT happens especially as you start to scale up in development."
Blair Leggett leads a small indie studio with his wife called One More Story Games. With over 20 plus years in the game industry, they have built their own game engine specifically for authors to create narrative games and published 7 games in the last 3 years while building the engine. Their work includes Danielle’s Inferno, Skycarver, and the upcoming Shakespeare’s Landlord.
Connect:
Website https://onemorestorygames.com/ Game Engine Website http://storystylus.com/ Game Shakespeare's Landlord http://www.lilybard.com/ Twitter @1MoreStoryGames Youtube https://www.youtube.com/user/OneMoreStoryGamesResources:
UNSUNG HEROES OF THE GAMES INDUSTRY: TOOLS PROGRAMMERS GitHub Perforce https://www.perforce.com/Subscribe to the podcast:
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"One of the key measures for when teams are communicating well is that their proactive in sharing information with each other. They don’t waste too much time asking each other questions. They proactively tell people what they need to know when they need to know it."
Zachary O. Toups is an assistant professor in the Computer Science Department at New Mexico State University in the areas of game design and human-computer interaction. His research develops gameplay through which participants practice real-life skills, with an emphasis on disaster-response contexts and team coordination. His work incorporates ethnographic approaches to understanding existing practice; zero-fidelity simulations that capture abstract, human-centered aspects of practice; mixed reality computing that engages players in human-human, human-environment, and human-computer interaction; and mobile, collaborative technologies that support sensemaking in disaster.
Connect:
Pixl website: https://pixl.nmsu.edu/ Twitter: @toupsz Email: [email protected]Resources:
The Design of Everyday Things by Donald NormanSubscribe to the podcast:
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Three P’s Principle “You can take a project if it has any one of these three P’s. Great Project if you think it’s really neat and you love the work. Great People if you are working with awesome people and building great relationships. Great Payment if it pays well. It’s amazing if you get two of the three.”
Join Richard Ludlow of Hexany Audio as we discuss the importance of not writing overbearing scripts, learning to say “NO,” following the three ‘P’s when choosing a project to work on, and much more. Richard Ludlow is the audio director at Hexany Audio, a Los Angeles-based sound and music studio specializing in audio for games and VR. Richard oversees both the creative and business aspects and has worked on projects for Disney, Activision, Ubisoft, Ford, Chevrolet, and many more. He regularly speaks about game music and sound at GDC, PAX, and more.
Connect:
Email: [email protected] Website: https://hexanyaudio.com/Resources:
Do internshipsSubscribe to the podcast:
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Teddy Bergsman - “I never seen a single person being fired over a tool helping them out or making their work faster. Not a single time and I work with gaming companies and filming companies in the world. And that just doesn’t happen and I think that’s what scares people to shy away from revolutionary type of tools. Embrace it, adopt it early as you can, get ahead of the curve.”
Join Teddy Bergsman as he discusses how megascans work and why it’s important, his obsession to help me the game industry workflow faster and efficient, how hiring the right person was key to his company, and much more. Teddy Bergsman is the CEO of Quixel which is the world’s largest scan library. These scans include vegetation, debris to nature environments all across the globe.
Connect:
Facebook Quixel where you can send Teddy a message Website: QuixelResources:
Marmoset Toolbag 3 Artstation Unreal Engine 4Subscribe to the podcast:
ITunes | Pocket Casts | CastBox | Other
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Thank you for listening!
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